Light Spirit Epic: Royal Knights Standard Combat Skills Course (Elementary)


Standard Combat Skills Course of the Royal Knights of Pantoracken (Elementary) (Excerpt)

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Warning:

1) - The combat maneuvers in this book are only awarded to knights with the title of Silver Knight or above.

2) - Those who have not reached the rank of Silver Knight are not allowed to steal lessons. Stealing scholars will be severely punished, ranging from dismissal from the knighthood, or severed arms and exile.

3) - In addition to stealing scholars, granting an unqualified knight the combat skills in this book without permission will also be punished by the above scheme.

4)-Being able to master at least thirty combat skills in this book is one of the necessary conditions for a silver knight to be promoted to a golden knight.

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[Introduction to combat skills]

There are 50 primary combat skills. Knights are requested to practice under the guidance of professionally qualified instructors (usually golden knights or above). Stealing scholars without permission will be punished by the second item in the warning.

A knight can choose thirty of the fifty combat skills as one of the necessary conditions for promotion to a golden knight.

~20,000 Chinese characters~

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[Combat Skill 0001]-WindKciker

Using the photon reflector attached to the bottom of the knight's leg armor, trample the long-range projectile to achieve the effect of volleying. Requires excellent reaction speed and body balance support.

Criteria for passing the promotion test:

In a space with a density of 1:1 scf/hit, in order to be able to continuously step on the projectile for 30 times without landing, it will be passed.

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[Combat Skill 0002] – Haste (21!)

Use magic to generate kinetic energy on one's body surface to increase mobility. A skilled knight can produce acceleration effects anywhere on the body surface. This combat technique can be widely used in various aspects such as fine-tuning of posture, dodging attacks, volley rolls, and whole-body acceleration.

Note: This combat maneuver counts as a micro-magic, and excessive use will inflict a petrification penalty. Only 21 uses per day. (The magic-type combat skills with the number ! will be counted as 21 times. If you accelerate multiple acceleration points at the same time, the times will be superimposed.)

Criteria for passing the promotion test: be able to accelerate at twelve fixed acceleration points of the body, and the acceleration force is not less than 100N.

Fixed acceleration points are: head, chest, abdomen, left shoulder, right shoulder, left arm, right arm, panbones, left calf, right calf, left thigh, right thigh.

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[Combat Skill 0022] – Adrenalin Booster (5#)

A combat technique created by high concentration of will. Skilled users can independently control the timing of combat skills. When the adrenaline bursts, the user will have superhuman reaction speed, and in the user's subjective consciousness, he/she will see a stagnant and slow world. Allows the user to have stronger responses and greater tolerance for pain (same damage taken, but less stiffness from injury pain).

Note: Excessive use of this combat technique will cause a burden on the cardiovascular and cerebrovascular. Use only 5 times a day. (It will be counted as 5 times together with the power-based combat skills with #)

Criteria for passing the promotion test:

Able to independently launch this combat skill, the duration can be as long as ten seconds,

During the continuous process: the neural response speed can be maintained at 200ft/s (twice the normal response speed);

Pain tolerance can be maintained above 7dol (1.5 times the pain tolerance of normal people);

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[Combat Skill 0023] – Somatic-timeZipper (7!)

It is very similar to Combat Technique 0022, it is a Combat Technique to speed up the reaction. Using magic to stimulate the ventral posterior nucleus of the thalamus, this method compresses the human concept of time, in order to achieve the purpose of increasing the reaction speed. In the user's subjective consciousness, he/she will see a stagnant slow world. This combat maneuver can be activated together with combat maneuver 0022.

Note: This combat maneuver counts as a micro-magic, and excessive use will inflict a petrification penalty. Use only 7 times a day. (Together with the magic-type combat skills of the number! will be counted as 7 times)

Criteria for passing the promotion test:

Able to independently launch this combat skill, the duration can be as long as ten seconds,

During the continuous process: The neural reaction speed can be maintained at 200ft/s (about twice the normal reaction speed).

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[Combat Skill 0024] – PainKiller (5#)

A combat technique created by high concentration of will. Skilled users can independently control the timing of combat skills. When launching combat techniques, it will promote the secretion of polyphenols in the brain, and use the analgesic effect of polyphenols in the brain to resist the stiffness caused by combat injuries. Allows the user to fight tirelessly and painlessly like a berserker.

Note: Excessive use of this combat technique will cause a burden on the cardiovascular and cerebrovascular. Use only 5 times a day. (It will be counted as 5 times together with the power-based combat skills with #)

Criteria for passing the promotion test:

Able to independently launch this combat skill, the duration can be as long as ten seconds,

During the continuous process: the neural response speed can be maintained at 200ft/s (twice the normal response speed);

Pain tolerance can be maintained above 7dol (1.5 times the pain tolerance of normal people);

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[Combat Skill 0025] – DVABooster (5#)

A combat technique created by high concentration of will. Enhance the user's dynamic vision, so that the retina can better sense the opponent's attack trajectory to improve the evasion effect.

Caution: Excessive use of this maneuver can put a strain on the retina and may cause temporary blindness. Use only 5 times a day. (It will be counted as 5 times together with the power-based combat skills with #)

Criteria for passing the promotion test:

Able to independently launch this combat skill, the duration can be as long as ten seconds,

During the ongoing process:

In a space with a density of 1:5 scf/hit, if you can evade horizontal attacks 50 times in a row, you will pass.

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[Combat Skill 0031] – MuscleBooster (7!)

Use magic to stimulate the body's muscles, allowing them to overrun for a short period of time, bursting with greater than usual force. Muscle explosion can be used in a variety of applications, generally used to increase arm strength, and some knights will use this technique to increase leg strength to improve mobility.

Note: This combat maneuver counts as a micro-magic, and excessive use will inflict a petrification penalty. Use only 7 times a day. (Together with the magic-type combat skills of the number! will be counted as 7 times)

Criteria for passing the promotion test:

The ability to autonomously activate this combat skill ~IndoMTL.com~ can last up to five seconds,

During the continuous process, the arm strength can be maintained at 450KG (about three times the arm strength of a normal adult male).

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[Combat Skill 0050] – DeathBlow (10!)

A combat technique handed down from ancient times. Use magic to generate kinetic energy on the blade of the weapon, and explode a powerful lethality the moment it hits the enemy. Since modern melee weapons use a light blade, it is extremely difficult to increase kinetic energy on the blade composed of photons, so this combat technique is instead used in the hand holding the sword. This combat technique is the same as [Combat Technique 0002] – Acceleration, but for the convenience of control, it is limited to the weapon or the hand holding the weapon. This combat technique can be combined with [Combat Technique 0031] – Muscle Burst to produce greater lethality.

Note: This combat maneuver counts as a micro-magic, and excessive use will inflict a petrification penalty. Only 10 uses per day. (The magic-type combat skills with the number ! will be counted as 10 times. If you accelerate multiple acceleration points at the same time, the times will be superimposed.)

Note: There may be flaws in the use of this combat technique. Since the use of kinetic energy to accelerate is a momentary thing, the launch timing needs to be well controlled. Swinging in the air during the battle may cause the stance to collapse, lose balance and fall to the ground. Please think twice before using.

Criteria for passing the promotion test:

Able to use this combat technique five times in a row on the wooden sword used for practice, and the average strike force produced is not less than 400N. The calculation standard must first deduct the original arm strength value of the test object.

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